1. When watching a replay, the camera does not move on its own.
2. I think you're asking about indirect fire. You can get a mortar, which is slow. A ZiS AT Gun, which can fire a strong barrage for 60 munitions. Katuysha rocket launcher is decent indirect fire. Some commanders also have artillery emplacements.
3. Click the ability, and then click the ground. Most of them are not that special. As Soviets, the IL-2 Strafe Run is good vs infantry, but not much more. You can also drop large bombs with some commanders, good for killing static targets, broken tanks, etc.
4. Some commander abilities call in units. When you have enough resources to call it in, and it has been unlocked, you can click the ability, and then click the ground somewhere, and they will deploy from off map like any other unit. Abilities are similar. Some commander abilities modify other units, in which case, refer to the unit. |
COH2.ORG will have coverage of Relic news from Gamescom all day. A COH2.ORG staff member is in attendance at the event, and will be hanging out with some of the Relic staffers afterwords!
I'm stoked for new stuff! Who doesn't like shiny new stuff?
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I'm in. |
I updated name of thread to the correct unit. and... ^^^^^^^^^^^^ |
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Each report is reviewed and handled accordingly. Reporting a post does not inherently warrant any moderation action. |
Good day sir I suppose I am now to be reported for trolling... such a vicious circle. I feel Big Brother is upon us.
Nah, we actually live inside you  |
I was pretty down on Volks at first, but they're growing on me. The OKW has a lot of strategic options when it comes to infantry composition, and I mostly avoid building a lot of Volks.
When I do build 3-4 of them I like getting a doctrine with the Infiltration Grenades. I only have special operations for this now. The best part of Volks is the grenades. Smart players can throw grenades in front of advancing squads (like shocks) and force retreat before they even start hurting your squad.
The Schrek upgrade is a core component of the faction, and gives you a lot of late game flexibility.
As far as we know they haven't been changed. I think people are learning how to use them better. |
The advantage of the LMG42 is long range damage. In the current state of the game, dealing damage at long range is worth more than dealing it at close. This is because advancing squads are more likely to loose models than a long-range squad in cover, making assault squads less useful.
On top of that, the LMG still does decent damage at close range.
Unless your strat involves lots of Grens (4+), stick with LMG42. If you go heavy T1 with lots of grens, you can perhaps specialize some with LMG42 and some with G43. |
Pretty solid advice throughout this guide. Random 2v2 is popular, thanks for writing a guide! |